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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    BlackOpsFAF-ACUs only for FAF v20

    Scheduled Pinned Locked Moved Modding & Tools
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    • BlackrobeB Offline
      Blackrobe
      last edited by

      @Uveso
      Hey Uveso,

      I've noticed that the Cybran ACU doesnt't show cloak, and the Seraphim ACU doesn't show Phasic cloaking.

      I've also noticed that only the UEF ACU shows the Overcharge splash damage target ring when wanting to fire. All other Faction ACU's show the original small target firing option.

      Using FAF default game and not using any other Mods.

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      • BlackrobeB Offline
        Blackrobe @Blackrobe
        last edited by

        @blackrobe said in BlackOpsFAF-ACUs only for FAF v19:

        @Uveso
        Hey Uveso,

        I've noticed that the Cybran ACU doesnt't show cloak, and the Seraphim ACU doesn't show Phasic cloaking.

        I've also noticed that only the UEF ACU shows the Overcharge splash damage target ring when wanting to fire. All other Faction ACU's show the original small target firing option.

        Using FAF default game and not using any other Mods.

        As there has been no response to this post for over a month, is there anybody else who is working on this Mod, or should I report this issue elsewhere?
        Thanks

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        • UvesoU Offline
          Uveso
          last edited by

          We are actual working on fixing Black Ops unleashed.

          Regarding ACUs, we recently received information from Rowey that there will be some changes to ACU upgrades.
          So we want to wait for the changes and fix the mod afterwards.

          And yes it's the right place, I didn't answer because I don't have anything to present. (like a fix)

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          • BlackrobeB Offline
            Blackrobe
            last edited by

            No worries @Uveso. Thanks for your response, just an acknowledgement is always appreciated. I'm delighted to hear that this Mod and the BlackOps Unleashed Mod will be fixed.

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            • BlackrobeB Offline
              Blackrobe
              last edited by

              @Jip
              Just wondering if @Uveso is still maintaining this and the other mods? As he has not been online for about 4 months now. All ACU's can no longer fire overcharge, and the Cybran and Seraphim ACU's cloaking still doesn't' work.
              Thanks

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              • DoompantsD Offline
                Doompants
                last edited by

                @Blackrobe Odd. We play all 3 BlackOps mods on and I was manually overcharging last night no problem. Possible it's a conflict with something else?

                I think you may be right about the cloaking though.

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                • BlackrobeB Offline
                  Blackrobe
                  last edited by Blackrobe

                  @Doompants Yeah, Overcharge was a conflict I resolved quickly, but hadn't mentioned here yet. There are a few other minor bugs apart from cloaking; but as this post has not been answered, I'm not sure if anybody is updating this and BlackOps Unleashed mods anymore. Cheers mate.

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                  • UvesoU Offline
                    Uveso
                    last edited by

                    v20 (02.Nov.2024)

                    • fixed AIEconomicBuilders.lua (removed dependency for sorian buildconditions)
                    • fixed SorianEconomicBuilders.lua (removed dependency for sorian buildconditions)
                    • fixed VisionRadius, OmniRadius, WaterVisionRadius
                    • fixed cloak
                    1 Reply Last reply Reply Quote 1
                    • DoompantsD Offline
                      Doompants
                      last edited by

                      No rest for the wicked, @Uveso 🙂

                      Was doing some ACU testing with BlackOps ACUs and we've isolated a couple issues that I think are are all in the BlackopsFAF-ACU part of the pack

                      1. The BlackOps version of the Aeon ACU (EAL001) seems to have some hitbox issues where beam weapons pass through it and miss a good portion of the time. Probably the easiest to test (and worst offender) is the Aria T3PD (BAB2306). To recreate, make a bank of 4-8 Aria, and walk an Aeon ACU toward them on flat land. You should see many of the PD beams miss. In this test I did to get the screenshot, the ACU is standing still after walking into range, and it looks like maybe 3 or 4 out of 10 are hitting. The ACU is not taking damage from beams that are overshooting.

                      image.png

                      1. The same Aeon ACU also has what seems like a miscalculation somewhere in the QuantumMaelstrom upgrade tree. A single upgrade will kill an unlimited number of t1 tanks anywhere in weapon range (22?) in 4 seconds flat. A level 2 upgrade will kill a T2 Pillar in 8 seconds. The T3 upgrade takes a whole 10 seconds to kill a T3 Titan, but Pillars don't last 4 seconds and T1 tanks simply evaporate the second they're in weapon range. Maybe it's a balance issue, but it seems like something broke. I can't imagine that upgrade is intended to be that strong. We played @Jip 's King of the Hill mod, and it's insta-win if you use this upgrade and walk to the middle. lol.

                      2. Seraphim ACU (ESL0001).... the tac missile/overcharge upgrade branch seems to have two bugs in the same upgrade path;
                        -- a) The tactical missile (2nd upgrade) seems to only ever need to build a missile once, after which unlimited missiles can be fired on a roughly 3 second cooldown, and there is never another 'building' progress bar, and there is no mass cost. In comparison, the UEF ACU tac missile is working properly.
                        -- b) In the same tree, all three levels of upgrade are supposed to increase overcharge damage, and this is simply not happening with any of the three. I spawned a couple of GCs and turned their firing off, then compared an unupgraded ACU's OC vs a T3 ACU's upgraded OC and (with ridiculous amounts of power in storage) both overcharges do the vanilla 15000 damage.

                      image.png

                      As always, if I can do any more testing or digging for you, please ask. We play BlackOps each week and love having it kept up to date.

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                      • UvesoU Offline
                        Uveso
                        last edited by Uveso

                        @Doompants

                        https://github.com/Uveso/BlackOpsFAF-ACUs/pull/7 (ACU hitbox fixed)
                        https://github.com/Uveso/BlackOpsFAF-ACUs/pull/8 (changed QuantumMaelstrom damage)
                        https://github.com/Uveso/BlackOpsFAF-ACUs/pull/9 (Seraphim tactical missile fix)

                        It's already merged on GitHub, but I’m holding off on the release in case we find any additional errors.

                        Also, I’m not sure if the damage adjustment to the Quantum Maelstrom is sufficient. I tested it with some tanks but haven’t played it in a real game yet.

                        Also, please retest the overcharge; I guess it’s not fixed yet.

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                        • DoompantsD Offline
                          Doompants
                          last edited by

                          Huge improvement on Maelstrom, it's still pretty beefy at level 1 tho. Level 2 feels good. Level three is ok or could even be buffed a touch.

                          Spawning units into firing range is not real-world testing of course, but by my thinking, if the maelstrom is still too strong here, real games where units all trickle into firing rate is going to favor maelstrom even more. Anyways, heres some numbers:

                          T1 tanks (Strikers):
                          If I teleport the un-upgraded ACU into 17 T1 striker tanks ACU will just survive on it's own (no micro, no overcharge)
                          with Lvl 1 Maelstrom, I can teleport it into 80+ t1 strikers and it's fine.
                          Maybe lvl 2+ maelstrom should evaporate all t1 tanks, but probably not the first upgrade. ACU is basically unkillable by t1 land.

                          T2 vs Pillars seem good:
                          Un-upgraded ACU dies to 4 pillars.
                          T1 Maelstrom ACU can handle 8 and live.
                          T2 Maelstrom ACU can handle 20+
                          T3 Maelstrom kills 40+

                          T3 vs Titans:
                          Un-upgraded can handle one. 🐶
                          T1 Mael can handle 2
                          T2 Mael can handle 4
                          T3 Mael can handle 6 -- seems like not a lot of bang for your buck compared to level 1 and 2. Small buff like 12 or 16?

                          Thanks again for your time. FWIW I can confirm the hitbox changes fixed beam hits, and also the Sera missile is working great. And yeah, the Sera OC still seems capped at 15k regardless of upgrade. Did you ask me to retest? If so what would you like to see?

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                          • UvesoU Offline
                            Uveso
                            last edited by

                            Glad to hear it’s working well.
                            Quantum Maelstrom damage is now T1: 0.6, T2: 6, T3: 16.

                            The overcharge fix will take a bit longer. FAF has a new system for calculating overcharge damage, and I still need to look into it. However, it should be fixable.

                            Unleashed is also updated on github.

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                            • DoompantsD Offline
                              Doompants
                              last edited by

                              @Uveso - I'm not sure how to get details on this for you, but hopefully you've been doing this long enough to know what i'm talking about.

                              Bug: Cybran ACU upgraded with maser tree works as normal. If that ACU gets in a transport and is dropped off, Maser no longer fires reliably, and commander will mostly just fire normal shot. Maser will infrewuently fire in bursts, and also fires into the dirt at ACU's feet sometimes. Does not happen if ACU teleports, only if it boards a transport.

                              Background: My memory is hazy, but I believe this used to be a vanilla bug, but was fixed at some point. My guess is this same fix could be applied to the BlackOps ACU if we could find it?

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                              • UvesoU Offline
                                Uveso
                                last edited by

                                Well, during transport, the function SetOnTransport is executed, which checks whether a unit has CanFireFromTransport specified in its blueprint.
                                If not, the weapons are disabled and re-enabled upon un/loading and using the enhancementname to find the weapon (in SetWeaponEnabled).
                                I think the error should be found in this area or at least this is a good starting point for the search. I'll take a look.

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                                • UvesoU Offline
                                  Uveso
                                  last edited by

                                  After several hours of debugging, I was unable to fix the issue.
                                  Even after re-enabling the weapon, it only fires when aiming southwest. In all other directions, it does not fire.

                                  This is similar to the issue with drones: the code technically works, but the result is flawed without throwing any errors.

                                  At this point, only Jip can help.

                                  1 Reply Last reply Reply Quote 1
                                  • DoompantsD Offline
                                    Doompants
                                    last edited by

                                    Heads up BlackOps lovers:

                                    https://forum.faforever.com/topic/10009/blackopsfaf-balance-and-patch-mod-2026 is the patch mod for my crew that fixes many of the bugs I've found, and some of the bugs you all have found, and binds them in with a few ACU, PD and Teleport balance changes. Try it if you want! Fix list and changes are listed in the thread.

                                    My solutions are a little bit clumsy, but the bugs I mentioned above are fixed. Mazer fires after a transport, and Overcharge now has bonus damage (though BlackOps still uses the 15000dmg max system.. I'm not tackling that! :D)

                                    1 Reply Last reply Reply Quote 1
                                    • S Offline
                                      Szasz
                                      last edited by

                                      @doompants I'm curious why don't you use FAF teleport. It's an interactive no-nonsense system that's easy to read and feels well balanced to me. Both with BlackOps or with your balance changes I cannot even tell how much more energy would be needed exactly to port.

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                                      • DoompantsD Offline
                                        Doompants
                                        last edited by

                                        Not sure what you mean by 'why I don't use FAF tp'.. If you're asking about my balance changes to BlackOps ACUs, I wrote that part years ago by just changing numbers. It predated the changes to FAF teleport and I just kept it in. BlackOps ACUs has the teleport built into the ACU unit blueprints I believe. Could be worth looking into, but again, I have to remind people I am not a coder, I'm mostly just hacking in fixes, so it takes a bunch of my time to go in and try to figure out how this stuff works. If I need to understand how base FAF teleporting works, and how BlackOps ACU teleports works differently in comparison, that might be more than I have time to sit down and figure out.

                                        The fixes I did get done happened because my playgroup love this mod and i literally had 2 weeks off to charge up my ADHD hyperfixation super-powers and bodge my way though it. 🙂

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                                        • DoompantsD Offline
                                          Doompants
                                          last edited by

                                          It's honestly the same reason why the Sera ACU 'fix' to the Overcharge upgrade (and really all Blackops ACUS in general) still uses the old 15k max damage overcharge system, is because BlackOps ACU blueprints were modeled off the old vanilla ACUs but with all their additions added. When you load BlackOps ACUs to get the expanded weapons and upgrades you also get the old Overcharge code and the old teleport code.

                                          1 Reply Last reply Reply Quote 1
                                          • P Offline
                                            Punzler
                                            last edited by Punzler

                                            I noticed that the collision behavior of the modded ACUs in this mod is different than vanilla. In vanilla the ACUs can push other units, like T1 eng, around, but the modded ACUs cant. Even funnier, a T1 eng. can push the modded ACUs around, so the collision behavior is swapped in some kind of way. Does anyone have an idea what could be causing it?

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